Anyway. I'm going to assume my calculations are correct for now and start on the first turn.
Character: (Lucky you. My calculations say that we have a 4th place tie for skills, so you get 5 of em.)
Name: "My father says I earn a name when people fear me enough to give me one."Physical Traits:Tattooed Arms
"Prevents me from getting magic fatigued as easily, and even helps out a bit with casting. Also: Fashionable."Springy Legs
"I wish I could fly, but being able to jump like a flea and kick peoples ribs in is the next best thing."Camouflaged Body
"I can be invisible... at a glance or at a distance." Hypnotic Gaze
"I'm good at disabling a mortal's self preservation instinct... not so good at predicting his actions once I do."Skills:
Eon Manipulation (+4)
"Eon Manipulation is a family tradition. I hope to someday be as good as my father..."Stealth (+3)
"They can't escape what they can't see!"Dark Manipulation (+2)
"The night is my birthright and my greatest ally..."Night Creature Empathy (+1)
"Because mortals make poor company."Unarmed Combat (+1)
"Spring loaded legs mean I can kick like a mule. Hours of sparring with my father's playthings mean I can aim those kicks somewhat effectively!"Inventory:A handheld mirror (Held, Left Hand)
An Elf Tooth Charm Necklace (Worn)
A Brown and Green Ritual Cloak (Worn)
-3 Slices of Goblin Jerkey (In inside cloak pocket)
-1 Flask of Oil (In inside cloak pocket)
-1 Flint Fire-starter Kit (In inside cloak pocket)
-1 Pair of Forceps (In inside cloak pocket)
"I'm traveled light. Just a few snacks and a few tools to help me torture people when and if my blades start to bore me." Can we use Eon Manipulation to freeze him, or possibly the entire tower in time so that we can search unhindered by him/wards? If so do that.
Good idea. If possible freeze him in place with eon manipulation then bind him, them hyptonize him and manipulate his emotions with dark manipulation.
Freezing a whole magical tower in time is beyond your abilities... however freezing a single elderly human is a simple task. Perhaps your recent trip through time has heightened your magical awareness, ffor you are able to lock the wizard into a second and a half long repeating loop. His snoring exhale begins to repeat itself like clockwork and you smile. You have cast the spell flawlessly and suspect that your victim will be held for several days or until you release him.
1d20 = 16 + 4(Skill) +1(Tattoos) = 21Deciding to soften your mark up before exploring the tower you focus on the wizard once more, and command the wicked darkness of night to invade his dreams. You feel that again you have cast successfully, but it is tough to tell when your victim is locked in a time loop and incapable of reaction. You figure that once the time loop concludes he will need a few hours to stew in his bad dreams...
1d20 = 8 + 2(Skill) + 1(Tattoos) + 1(Victim Helpless in Time Loop) = 12With the owner taken care of you begin to search the tower, weary of any wards. There are none. In fact there is hardly anything.
You spot a locked bronze box under the wizards bed.
An alter made of obsidian implies that the wizard likely practices fire manipulation and has at least a passing interest in powerful ritual spells.
There is a dusty and cobweb covered alchemist's workstation; you suspect that age has long since robbed the wizard of the sharp mind or deft dexterity required for such chemical arts.
Lots of smoked meat hangs from a wrack near a dining table.
In the tower's basement you find three locked cells, one of which still contains what appears to be a dwarven skeleton.
The floor on the tower's first level is covered in accumulated junk and trinkets. You suspect that most of it is the mundane crap that mortals need to get by, but you make a note to take proper inventory at some point, just to be sure.